Welcome to the tranquil shores of Moonlight Lake, where trainers from far and wide come to relax, (and jump people cause thats what we trainers do >.>)

This lake is in a perpetual night with a full moon, and the spot designated for battles in in the middle of the lake on a fairly small circular island, about 100X100 feet, it has grass covering it, with a solid tree line all around.

Because of the ever present moon, Psychic types can draw cosmic power from it increasing thier Psychic type moves by 1 BAP and cause them to cost 2 EN less to use. Likewise due to the large amount of water, Water typed moves cost 4 EN less but due to the tranquility that permeates the area they lose 1 BAP

Any Pokemon can use the healing water to their advantage, by spending an action they can regain 5 HP and 10 Energy.

Summary-Psychic moves deal more and cost less
-Water moves cost less but deal less
-You can issue an action "Soak in the water" to regain HP/EN
-All moves are useable

Aceladus the Vaporeon(Move your mouse to reveal the content)Aceladus the Vaporeon (open)Aceladus the Vaporeon (close)

Vaporeon (Aceladus) Male
Nature:
Bold
Type:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:Water Absorb:
Type: Innate

This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Hydration:
Type: Innate

This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Zephyr the Cyclohm(Move your mouse to reveal the content)Zephyr the Cyclohm (open)Zephyr the Cyclohm (close)

<Cyclohm> [Zephyr] (Male)
Nature: Modest
Type:
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Abilities:
Shield Dust:(Innate)This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

Static:(Innate)This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.

Overcoat:(Innate)(DW UNLOCKED)This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Kethzyal the Starmie(Move your mouse to reveal the content)Kethzyal the Starmie (open)Kethzyal the Starmie (close)

Kethzyal(Starmie) (Male)
Nature: Modest (+ to S.Attack, - to Attack)Type: Water/PsychicWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Illuminate:(Activate) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.

Natural Cure:(Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Analytic:(Innate)(DW) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Abilities:Overgrow:(Innate)When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)

Contrary:(DW)(UNLOCKED) (Can be Enabled.)This Pokemon's unique structure reverses stat changes it receives in battle, both from its attacks and the opponents. At the end of the round, stat changes will still increase/decrease toward 0.

AbilitiesEffect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.Regenerator (DW, LOCKED): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Jellicent (Umberlee) (F)Nature: Modest (Attack lowered by *; Sp. Attack raised by *)Type: Water/GhostWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.Cursed Body: (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.Damp (LOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Kitsunoh* (Mask) (M)Nature: Jolly (Special Attack lowered by *; Speed raised by 15%, accuracy boost)Type: Steel/GhostSteel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:Frisk: (Can be activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Haxorus (Lendys) (M)Nature: Adamant (Attack raised by *; Sp. Attack lowered by *)Type: DragonDragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).Mold Breaker: (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)Unnerve (DW LOCKED): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Serperior-Glare Haxorus-Leaf Storm Haxorus-Frenzy Plant Haxorus
If your target is under the effect of an evasive/protective move then swap that action to Synthesis and push actions down
If Haxorus uses Substitute 2nd action then Taunt Haxorus and push actions down

Cyclohm-Blizzard-Hurricane(Amoonguss)-Blizzard
If Amoongus is under the effect of an evasive/protective move then use Rain Dance that action

Well crap, this is going terribly
Aceladus is my last man, let's take them down! Also Aceladus has an Amulet Coin, and can we pretend I put my EXP.Share on Kethzyal?

Aceladus-Icy Wind-Ice Beam(Haxorus)-Ice Beam(Haxorus)
IF Endure is used by Amoonguss then Toxic Amoonguss
IF your target is under the effect of an protective/evasive move Aqua Ring and push actions down

Starmie-Ice Beam Amoonguss-Recover-Ice Beam(Haxorus)
IF your target is under the effect of an protective/evasive move on your action use Reflect and push actions down

12:16 Eternal_Drifter: Hello, people.
12:17 Eternal_Drifter: A quick question: in one of the battles I am reffing, someone wants to attach a training item to one of their Poke'mon one round after it is sent out. Possible?
12:18 Alchemator: well
12:18 Alchemator: if they just forgot to do it in the first place
12:19 Alchemator: I don't see the harm
12:19 Alchemator: but deliberately waiting a round12:19Alchematorcan't happen
12:20 Eternal_Drifter: Quote (The Royal Guard): "Well crap, this is going terribly; Aceladus is my last man, let's take them down! Also Aceladus has an Amulet Coin, and can we pretend I put my EXP.Share on Kethzyal?"
12:21 Alchemator: depends how cruel you feel
12:21 Alchemator: :P
12:21 Eternal_Drifter: No harm, I suppose...
12:22 Eternal_Drifter: Though my GMing experience wants me to be cruel, I'll let it slide.
12:22 Eternal_Drifter: Thanks, Alchemator
12:22 Alchemator: np

Endure: The Pokemon braces itself for impact and will not be KOed by any direct attack, physical or special, for that round. The adrenaline generated by this attack means that the Pokemon will also not faint due to energy exhaustion by attacks used during the round Endure was used in. The Pokemon must still have enough Energy to use Endure, or it will fail. The energy required to tense their muscles mean that a Pokemon cannot use this move two rounds successively. Additionally, due to the energy expenditure, a Pokemon under the effects of Endure may not use a Combination attack. A Pokemon using Endure may still faint due to secondary effects such as poison and burn. All effects that are based on the damage an enemy deals (ex. Bide, Iron Barbs) to the Pokemon act as though the opponent did full damage, even though the user of Endure won't faint.

Ouch... All right, in summary, Starmie faints, but does not get a KOC from being the last to damage Amoonguss before energy exhaustion. This leaves Amoonguss with 1 Energy for action three, but since it bust the energy bank last action, I have no idea how the round will advance. I'll post here again when I have updated the thread with new statistics, due to the facts that I want some sleep before I fix things (so I won't make more mistakes in the fixing) and I need to ask in the IRC their thoughts on what to do in this situation.

Also, two more notes arise from this: zarator is one skilled trainer, and I am defenitally a beginner referee.